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A member registered Sep 24, 2018 · View creator page →

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Very impressive update. I'm glad we got a more free roam sort of segment. I appreciate your effort, you've clearly made a lot of progress. 

I would appreciate it if you had the option to re-go through some of the scenes. Though I'm sure you'll give us the gallery option for the new stuff eventually, if you prefer just sticking to that. But the characters do often act as if they wanted to repeat the events. Just a way to re-insert the existing images(that work of course) into the game would give it a much greater open world feel. Would really reduce feelings of linearity. But of course, it's not an important feature. You likely have other priorities.

It's funny, the skill system gives me Gothic vibes. Game is practically nothing like it, but it still does. The skinning training especially. Just has the vibes. Along with the non-respawning enemies.

To newcomers, the game is still a work in progress. It has unpolished spots here and there. There are still untranslated dialogue, item names, descriptions, and the like, here and there. But it is quite solid and the art is very nice. I'm interested in seeing it progress.

Bad sun eventually stopped damaging me as well. Dunno. Might be intentional. It pulled my vision towards it after it stopped dealing damage.

Wow. Very impressive stuff. Well done. Great work.

Phenomenal, thanks boss.

Молодец!

Thanks for making an english version. I'm a fan. Very cute protagonist. Incredibly solid first release. Looking forward to future updates.

I'd like to give some feedback though, and warning, I talk too much.  

Some translation/buggy things first. The blacksmith refers to the dagger as a 'gun' a few times. It's amusing, but kind of throws you off. 

There are some errors in grammar here and there, but those aren't a huge deal to my eyes.

Some stuff remains in Russian here and there, mostly in the menu. Equipment screen especially, as well as some choice boxes. Not a huge problem with yes/no, those are easy for anyone to learn and remember. But some others go beyond.

Sometimes the textbox displaying the character speaking doesn't switch from one character to the other, even with lines clearly meant to be said by the other character. Context clues can get you by, but translated text makes it a little harder to figure out than usual.

Secondly, I'd like to offer up some opinions on design, this is a bit overbearing of me, so apologies for back-seat designing. I'm not seriously being demanding, I just like what I see and want to offer opinions.

I'm sure you intend to eventually create interiors for most of the village, but if you have an area that looks like you should be able to enter it but it isn't done or you aren't gonna let us enter(examples being doorways, stairs,  roads, etc), I'd advise you to place some text on it when the player tries to enter. A description of the room/buildings purpose, just text saying it's locked, 'in development', whatever. Helps make the doors and such feel like more than just a tile the same as the others. World feels more alive. Bit unfair of me to jump on this, since I'm sure that's something you intend to handle eventually and this is the first release, but I find it odd when games don't, and some never bother to go back and do it.

And another is for when you work and the like, it'd be good to be able to say yes/no. Especially if it ever advances time or something like that. Though it seems you're going more linear than sandbox, most scenes were very good about giving your choices.

Finally, a way to hide the textbox would be good. Even as transparent as it is it blocks many of the scenes. If it exists and I just happened to miss the key, apologies.

Anyway, that's about all I wanted to mention. Looking forward to seeing where this goes. Great work.

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Well that's interesting. I'm not sure what I think about the changes yet overall. But it's certainly very impressive that you've slammed this out so fast. 

The new art is excellent of course, as ever. And so far it seems to be a better format as far as storytelling though. I kind of miss the open world RPG elements so far, but we'll see.

The combat system is better. It's difficult, but you can rock it pretty well. Can't cheese it easily like it's previous iteration. Could use a few more posture points from the start. Got 1 shot in the first fight. Was at full health. Just lucked into them getting the first attack against my stance, and they hit max. Kinda unfortunate that that's possible.

Also got oneshot by the tickler. First turn. He went first with slash. Just took me out. Didn't get to do anything. That seems to be the main issue I can see. High prevalence of one shots.

Getting came on seems to permanently cover your screen. Gets kind of in the way really.

But it's clearly early on. Interested to see what you do with it. 

let's fuckin gooooo

Why tf you being rude?

Certainly a fun scenario. I would enjoy seeing it or something like it. Outside of taverns too, even. Share tents and the like in maps with tents for better sleep.

Pretty neat.

awwwww yeaaaaah. Very exciting.

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Awesome new update, I'm quite fond of the new combat system. I like being able to grind stats up, just in case, but this system is much more compelling. When I killed Swifthand in two turns just by being smart about card choices, it felt very good. Encourages exploration as well, and seeking out new combat encounters. It's a good system. Looking forward to seeing how it is improved upon.

A few bugs I want to note

1.) when switching armor, any trinkets you have equipped will have their bonus subtracted. IE if you swap into an armor that gives +2 initiate when you have the +1 Initiative amulet equipped, instead of getting 3 initiative total, you get 1. This is the same for all stats.

2.) upon exiting the theater i got stuck in a loop where it appeared to exit and then immediately enter, basically fading to black constantly and putting me back onto the street over and over and over. No inputs did anything to get me out of it.


3.) During the massage minigame, if Saria has high arousal, she has no face.

4.) This no face bug appears to lead to a situation where you can be stuck in the massage mini-game. Unable to do anything, saria's model vanishes, as does the clients towel.

Also, unsure if bug or misunderstanding, but during the massage mini game, some of the combinations seem a little nonsensical. IE, the 'cold stone' action says it's good for fevers, but if you use it on a feverish part, it causes a negative response. Basically a few of the combinations that seem like they should work are backwards, or don't work. They also get pissed like way too fast. Those two powers combined are a bit iffy. Maybe an xp system for the massages would fit rather well. Some way to statistically improve at massages. Might explain why techniques that should work don't at first at least.

The way the mini game handles stamina and the like is also rather awkward. Be nice if I could use consumables during the minigame. Resting also doesn't seem to reset your stamina, so to refill your stamina you have to get into a combat encounter. Since you also can't use consumables outside of combat. The random nature of massages is kinda annoying in general.

Although I will note, you can reset your stamina by swapping armors. I doubt this is intentional but it's far more convenient than having to walk over to a combat encounter.

Otherwise, cool stuff.

Wow big changes.

Still getting the bug where if I engage in any combat all my stats are reduced to 20.

So, in my opinion, the game is mostly still unplayable.

Oh sure yeah it's pretty consistent. I just like a big binge of content.

lol the public version doesn't even let me start a new game. Instant error after the 'click any button' screen. Can sort of force through, a little, but then I get more errors, and are eventually stuck.

You probably shouldn't use a version that can do that as the public version. That's gonna leave a bad impression.

Excellent stuff. Stopped caring about the porn aspect of this pretty quick -though it is always nice- and am fully invested in storyline. Played it way aways back when the plot stopped after the whole Jake/Deryl fight. Things have only improved from there.

I shouted when I got to the cliffhanger end of the recent update. You Motherfucker.

Guess I'll check back in in another year or so. Can't wait.

You're a machine with this stuff, though.

And I suppose I still have my alternate route to check through. Corruption and all that. Be a shame if it makes the Main Char less of a chill himbo. Probably his best feature

That's interesting. My power was lower, 294, but my skill was 30. I went right, and hesitated. 

I also chose the eye. Which I hope has a use beyond going left.

Wow big update huh. Cool. I enjoy the game, for whatever reason I enjoy my weird porn games to have relatively complex systems. Or I enjoy my games with complex systems to have porn, whichever. You deliver.

And the art isn't bad, certainly it has improved noticeably, very impressive really.

I do with agility and stamina, yeah.

Wow pretty expansive update. Good job man.

Was fun. Give it a try, it's not a huge time sink, or a big download. No reason not to.

No biggie man, thanks for working on stuff.

Cataclyzm community · Created a new topic Quick bug report

Hey there, just tried out the newest update for a bit, and a few quick bugs I noticed,

  • In the rat cave, that little room you teleport to from the mushroom no longer seems to let you out, you just get trapped.
  • Also in the rat cave, though this is a bug I noticed on the last version, you don't seem to actually pick up any potions when you loot the chests that say you get a potion.
  • When you sell things to the hunter, it shows your money going down as you increase the number of goods you sell. As if it were a purchasing screen. Your money goes up AFTER the transaction. But during it looks like you're buying the items.
  • Finally, I managed to brick a save, I was still stuck in the hidden village trust gaining plot, I had Nixie, Baako, and Agnes in my party. I took the opportunity of having access to all these characters to go kill a gatoraid, managed it but everyone but Nixie got knocked out. Headed back to the hidden village to heal, Agnes leaves as I enter, and then I get a game over. Can't revive the MC, can't do much of anything that I'm aware of. Not sure why it killed me. Do the other characters also exit your party when you return? Might be a good idea to hit the party, or at least the MC, with a revive when characters leave, or they enter towns, or something. Have people revive upon ending a battle with 1 hp. Anything.

I will also note that the autosave function, while appreciated, is sorta cumbersome. It autosaved over a save I'dve rather it not do that to. I don't want to backseat you even more, but a proper autosave 'slot' in the save files would be appreciated. Like if it auto saved to the final slot in the list or something, there are a RPGM games out there that do that, so it's possible, at least. What it did was basically trick me into thinking it autosaved into a different slot, then I deleted some saves to organize stuff, make it all nice, and it switched on me. Leaving me with the bricked save. 

The continue and save functions also lag upon opening for me, for some reason. Not really a big deal, but odd.

Appreciate the advice. I've found that you are correct. Before I wrote my piece I mostly dipped into a couple of the preset classes and one hand made one. I found that early game the money hump appears incredibly large, but you do get over it rather quickly. It's not an entirely unsatisfying way for things to go, but I do look forward to seeing how things go with more content to get into.

Bro same. I remember seeing that thing pop up and going 'oh shit what are we doing' and it's just their crazy eyes. Which. Alright. Cool. 

Currently operating as Chekovs mantis shrimp. when we gonna use either it's eyes or those hands?

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Well I'm glad any part of all of that was helpful. Kinda just wanted to chat about the game at the time. Hard to sometimes, if they've got tiddies in them. 

I also had opinions about the 'relative stat' system used. But I feel that that's basically just backseat developing, which I don't want to seem like I'm doing, cause it's rude. Though I will state that it essentially means that the ideal build as I see it, is just to set 3 stats and forget it. Like the Characters seem to be doing. As even temporarily dipping into another stat, say to grab a trait, is basically just wasted points in the end, as every level devalues those points more and more

But I mean it is a pretty unique and creative system, as far as I'm aware. Probably just used to more traditional stat systems. It definitely encourages specialization. Which isn't a bad thing. Makes sense to punish people for trying to be good at everything at once. Also solves someone grinding forever early game and then going into the later game able to pass every skill check. Takes a bit of the joy out of leveling though. There's not a lot of consideration as to where I'm putting these points. I got 3 stats Possibly don't understand it really. I'm not really a 'build' person anyway. I just failed a skill check in a stat I was also investing in and got my feelings hurt :(

So y'know, what have you, maybe I just need to get stockholmed into appreciating it more.

And hey gonna backseat develop some more I guess, I think the combat would be greatly improved just by even temporarily including like, Four/five combat sounds/visuals. One for damage dealt. One for damage Taken. One for a buff. One for a debuff. One for a heal. No need to rush for anything unique.

Just something to make it readable at a glance what's going on. Floating number type things could also help, someone gets healed, you get a big number that's whatever color you deem means healing pop up above their head/name. So on. If you're trying to avoid things like that, understandable.

This probably isn't the place for this tbh, should join a discord or something instead of vomiting into a comment section. I just have Opinions. And oh, look its long again whoops.

Well it's still a bit early on, but incredibly impressive. Got some complex systems going on. What's here is very well made. Which is impressive. It's also visually pretty gorgeous. Though I find scene transitions to be a bit noisy visually.

It is a bit of a grind however, even on the 'less of a grind' setting. Mainly in getting new skills. Some of the problem there is in how it's in developmentness. The temporary NPC that exists to sell skillbooks charges A LOT. Like damn bro, cooking is not that hard to learn. I gotta pay a LOT of money to learn how to fry an egg.  I enjoy aspects of the grind, that's content, and a good grind is nice and relaxing. But damn let me cook. 

But still, impressively complex game. Sort of in the vein of a Rune Factory/Stardew Valley, but with tiddies. Best RPGmaker version of that sort of game I've seen. Just isn't finished. Neat stuff.

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Well it's got a hefty dose of jank, the class choice page is totally broken, for instance. but there's clearly a lot of work at play. I look forward to seeing how it goes.

Well I can hardly fault a project with such clear effort for being a simple demo, and then charging for the full product. 

But I gotta say, it ended very abruptly. I can't say whether I'd be interested in making a purchase or not. I might recommend you let the demo get to whatever the gameplay loop might be. Providing there is one. See that's the problem with the current publicly available content, I have no idea what shape the game actually will take, the description promises more than a simple VN, but I didn't experience any of that. Show me the systems.

As I'm not interested in a pure VN, I'm not interested in making a purchase, cheap or not, you dig? Throw the player into a quick slice of a gameplay loop for the demo, story alone isn't enough, especially considering how little of that there was as well. 

But what's here seems quality enough. Text flows well, characters look good, backgrounds look good, the porn was quality porn. I enjoyed the worldbuilding that took place. So I can recommend that people give it a try.

Here's a bit of a review, since the rate function doesn't leave them public. Summarized thoughts at the bottom.

It's very good. Fair warning to any comers, it's got a lot of text. You're gonna be reading. Hell, it's mostly text. Longwinded text too, but honestly that's one of it's better qualities. It's GOOD, text. It's lighthearted and simple in often natural places, but it isn't afraid to get serious, and honestly quite beautiful in its word choice. The creator knows how to paint some pictures. It has an interesting magic system to explore, and the magic system gets into all sorts of what could be looked at as philosophy. It left me musing things in the existential sense, and I found it all very immersive besides the fact. I wanted to learn with my character, and the creator does not hand wave the theory very much.

On that note, the game systems are quite nice. It's a well-made turn-based RPG in the numbers sense. And I greatly enjoy the feeling of self-improvement available in that, and the methods of exploring those magic systems. Though I do have some complaints with how it views stats relative to your max level.

One downside is in the form of the combat systems feeling rather weightless. There's very little feedback, you get a well written description of your actions, and the enemies, and the enemy art is well made, but a description is mostly all you get. This does slow things down if you're trying to follow it at a glance, as well as making the actual 'action phase' of combat fairly boring. Which promotes skipping through it listlessly, despite the well-done descriptions. Won't vibe well with everyone, though perhaps people who disdain flashy effects or floating damage numbers will enjoy it. I like a little feedback, personally. If I summon and hurl a giant magic rock at something, I want to feel like I'm slamming boulders into something. But with the sheer volume of combat actions, I understand that being a tall order. It services, and the systems are good.

Returning to text however, this is an 'erotic' game or a 'porn' game or an e-game or a hentai game or whatever the hell you want to call it. But it is somewhat currently lacking in the art department. From my understanding that's changing with updates. So in the horny department, it's very much written word. That honestly doesn't do it for me, and I assume, for many others. However, it scratches an itch regardless, as I find stories, games especially, that acknowledge sex in the explicit to be strangely comfortable. And I especially enjoy them with a good plot with interesting characters. It's a hard itch to scratch, especially since recently reaching the end of 'The last Sovereigns' content. I will admit that I haven't reached the end of this games content, so WHO KNOWS if the quality will stick. But I'm pretty sure it will, and I dread reaching the end of the content even as I'm sprinting my ass to the finish line.

And my last note before some sort of summary, is that so far, it seems to be pleasantly sex-positive. Which is comfortable.

To Summarize

It's a good, well-made Turn based rpg, with engaging progression. The world building and storytelling is quite nice. The characters are all people, and interesting ones at that. It's currently lacking in visual art for it's erotic bits, and I lack the taste to evaluate that without bias, but it seems well done too.

It's not perfect, but in so many ways it's exactly what I wanted when I booted it up, and I very much recommend giving it a try, if you're in the mood for a read.

Neat lil survivor horror porny game. Not really a genre I enjoy, regardless of the porn, but I respect the hustle.

My only criticism that isn't linked directly to my dislike of typical survival horror mechanics come from the way the inventory is handled. Ignoring how limited it is, the way having a full inventory deletes potential pick ups is an obvious problem. I assume it's practically a bug.

Otherwise, it'd be good to be able to drop items, and potentially come back to them. Or some sort of storage system. If it's good enough for the RE2 remake, it's good enough for this. 

Clothing as it is, is both incredibly powerful, and incredibly weak. I approve of how it's 'heath' works. It's fragility. My issue is how it gets permanently used up. I feel it'd be better if it was damaged, removed as it is, but still in the players possession, only requiring repair. Perhaps being able to be put back on in a tattered state, but that's a modeling thing so I'm not attached to the idea. Course this wouldn't really work in the current inventory system, but character models look good in clothes. Makes nudity more meaningful.

Well. Don't want to backseat develop too hard. Went on longer than I wanted. It's good. Keep it up. I'm not your demographic anyway.

A for effort there boss. Good of you.